So, in a nutshell, I need to add some post-process FX as the player runs. Currently, I have a sprint mechanic driven by a timeline in order to blend into a sprint as the SHIFT key is pushed, rather than jumping right into it. I’ve tried a few different methods, all of which sort-of work. The problem is–because of the timeline, I suspect–whenever the shift key is down, the post process FX kick in. And even then they aren’t consistent during the sprinting, popping on and off, etc.
Basically, I figured the best solution would be to get the player’s speed, and if it’s greater than the walk speed (or equal to the running speed) I would have the PP effects blend in. The problem is I can’t seem to get it to work. I’ve tried GetForwardVector, GetVelocity, all to no avail. Essentially, I’m trying to intensify motion blur and some other effects during a sprint. I don’t need anyone to go out of their way and give me an entire BluePrint, just some suggestions on what may work.